Game Development Reference
In-Depth Information
Peepo. (2004). The GUI Vocabulary RDF Schema for
the semantic description of Graphical User Interfaces.
Retrieved January 15, 2010, from
Pivec, M., & Dziabenko, O. (2004). Game-based learning
in universities and lifelong learning: “UniGame: social
skills and knowledge training” game concept. Journal of
Universal Computer Science , 10 (1), 14-26.
Pekrun, R. (2005). Progress on open problems in educa-
tional emotion research. Learning and Instruction , 15 (5),
497-506. doi:10.1016/j.learninstruc.2005.07.014
Pivec, M., & Kearney, P. (2007). Games for Learning
and Learning from Games. Informatica , 31 , 419-423.
Pivec, P. (2009). Game-based learning or game-
based Teaching? Retrieved September 30, 2009 from
Pekrun, R. (2006). The control-value theory of achieve-
ment emotions: assumptions, corollaries, and implica-
tions for educational research and practice. Educational
Psychology Review , 18 (4), 315-341. doi:10.1007/s10648-
Pohl, M., Rester, M., Judmaier, P., & Leopold, D. (2008).
Designing Game Based Learning - a Participatory Ap-
proach. In Proceedings of World Conference on Educa-
tional Multimedia, Hypermedia and Telecommunications
(pp. 1317-1322). Vienna, Austria.
Pekrun, R., Frenzel, A. C., Goetz, T., & Perry, R. P. (2007).
The Control Value Theory of Achievement Emotions. An
integrative Approach to Emotions in Education. In Shutz,
P. A., & Pekrun, R. (Eds.), Emotion in Education (pp.
13-36). London: Elsevier. doi:10.1016/B978-012372545-
Porchet, M. (2002). Rapport à l'attention de M. le min-
istre de l'éducation nationale sur les jeunes et les études
scientifiques: les raisons de la “désaffection”, un plan
d'action. France: Ministère de l'éducation nationale.
Pekrun, R., Goetz, T., & Perry, R. P. (2005). Achieve-
ment Emotions Questionnaire (AEQ). User's manual.
Unpublished manuscript, University of Munich, Munich.
Preece, J. (2000). Online Communities: Designing Us-
ability, Supporting Sociability . Chichester, UK: John
Wiley & Sons.
Perepatić, J. (2010). Possible benefits of computer games
to the visually impaired children - a survey of parent's
opinions. Non Government Organisation “Iskrica”, Novi
Sad, Serbia (unpublished).
Prensky, M. (2006). Listen to the natives. [from https://]. Educational Leader-
ship , 63 (4), 8-13. Retrieved November 16, 2008.
Phillips, J. J. (1997). Handbook of training evaluation
and measurement methods (3rd ed.). Houston, TX: Gulf
Prensky, M. (2000). Digital Game-Based Learning . New
York: McGraw-Hill.
Prensky, M. (2003). Digital game-based learning. Comput-
er in Entertainment , 1 (1), 21. doi:10.1145/950566.950596
Piaget, J. (1973). To understand is to invent: The future
of education . New York: Grossman Publishers.
Prensky, M. (2006). Don't bother me mom. I'm learning .
St. Paul: Paragon House.
Piaget, J. (1983). Seis Estudos da Psicologia . Lisboa:
Publicações Dom Quixote.
Prensky, M. (2001). Digital Game-Based Learning . New
York: McGraw-Hill.
Picard, R. W., Papert, S., Bender, W., Blumberg, B.,
Breazeal, C., & Cavallo, D. (2004). Affective learning
-A Manifesto. BT Technology Journal , 22 (4), 253-269.
Prensky, M. (2005). Engage me or enrage me: What to-
day's learners demand. Educational Review , 40 (5), 61-65.
Pitzer, R. L. (2007, January). Perception: A key variable
in family stress management Retrieved from http://www.
Prensky, M. (2005). Computer games and learning: digital
game-based learning. In Raessens, J., & Goldstein, J.
(Eds.), Handbook of Computer Game Studies (pp. 97-122).
Cambridge, MA: MIT Press.
Search Nedrilad ::

Custom Search